_auto_attack can no longer be used for combat and instead has received an overhaul to focus on speeding up mining and building without the need to spam-click

Auto_work will only trigger successfully if you're standing in front of a mine (to mine) or an allied building (to build/repair)

Auto_work deals no damage and cannot be used for combat

If you attempt to mix auto_work with regular attack to increase your combat speed, which people have been doing, you will run into issues like inconsistent animations and missed hits, thus negating any advantage you thought you would have as a result of it

If you are experiencing this issue, I suggest using clean binds via the options menu

The options menu has been adjusted accordingly

Auto_work, compared to pre-patch, is now faster than before as well (via shorter delays), making the tedious powermining considerably easier

Use Auto Work for mining and building; use regular attack for combat

Minor:

Dead players can no longer pick up goodies

Added GS Command !random <object/null> <min> <max>

Randomed value stored in cvar gs_count

Added "Status in Userlist" in options menu (game category)

This colours players in the userlist according to their game- & server-related status

Auto-attack has some issues, sometimes it only attacks once and you have to press it again to successfully toggle it.If someone comes into your cross-hair, it stops immediately which is annoying. A 1 second delay would be great, but even half a second should make it smoother imho.You can also toggle auto-attack when attacking grimms, but you don't do any damage.

Personally I would like an auto-attack when attacking enemy structures, although not with the speed the current auto attack uses.Another thing is that by pressing R again the auto attacking doesn't stop, to cancel it you have to look away, which is not intuitive/uncomfortable.

And a small thing: cashes/altars dropped on sharp edges like the walls on kinixxx become invincible because you can't hit them.

Auto-attack has some issues, sometimes it only attacks once and you have to press it again to successfully toggle it.

If you move your crosshair away from aiming at the closest point, that will happen.That's not a real "issue", as it's merely because people aren't used to aiming for mining (yet everything else in the game requires aim). It may take some time to get used to actually having to aim.

You can also toggle auto-attack when attacking grimms, but you don't do any damage.Personally I would like an auto-attack when attacking enemy structures, although not with the speed the current auto attack uses.

This is obviously intentional, as Auto_work is for working (mining, building, and repairing) and not for attacking. The entire issue with auto_attack was that it could be used for attacking, so allowing it to be used for attacking is exactly what this is supposed to prevent.

Another thing is that by pressing R again the auto attacking doesn't stop, to cancel it you have to look away, which is not intuitive/uncomfortable.

Also intentional; if you want the game to do the work for you, you're going to be committed to it.Changes can be made, we just need to decide which.

The problem is, lowering any of the intentional restrictions makes the entire thing pointless and might as well remove auto_attack entirely instead.So we need to discuss the options and wishes some more to design a form that most people will be satisfied with.Please continue discussing and planning.

Auto-attack has some issues, sometimes it only attacks once and you have to press it again to successfully toggle it.

If you move your crosshair away from aiming at the closest point, that will happen.That's not a real "issue", as it's merely because people aren't used to aiming for mining (yet everything else in the game requires aim). It may take some time to get used to actually having to aim.

This might be the issue of bad aiming and although I thought that it wasn't I can't reproduce it.

You can also toggle auto-attack when attacking grimms, but you don't do any damage.Personally I would like an auto-attack when attacking enemy structures, although not with the speed the current auto attack uses.

This is obviously intentional, as Auto_work is for working (mining, building, and repairing) and not for attacking. The entire issue with auto_attack was that it could be used for attacking, so allowing it to be used for attacking is exactly what this is supposed to prevent.

I thought the issue was that it was abused. Nevertheless if attacking grimms shouldn't be done with auto-attack then while targeting a grimm I shouldn't be able to toggle it but currently I can.Attacking enemy structures using auto-attack is a convenience. While using the current speed would be unbalanced I would still like to be able to use auto-attack.

This is a minor point for me since currently the reason I find it strange might be that its new but I'm interested in why it was changed intentionally.

I think I can change this, but the idea behind it is that mining and building is used by afks and lazy people, which is the opposite of combat and people manually doing the work themselves.Ergo, it shouldn't be as variable as people who actually put in effort.

This is a minor point for me since currently the reason I find it strange might be that its new but I'm interested in why it was changed intentionally.

I think I can change this, but the idea behind it is that mining and building is used by afks and lazy people, which is the opposite of combat and people manually doing the work themselves.Ergo, it shouldn't be as variable as people who actually put in effort.

I myself use it for being afk but I don't see how that change would make it harder/less effective?

I have a demo that shows me building a garr. When I approach the garr I pressed R and it only produced one attack. Pressing it again toggled it. (https://ufile.io/a4gn7).

The new auto_work is a usability nightmare; it's implemented very poorly. There's no real incentive for having any of the aforementioned restrictions. The entire premise behind the change is dubious at best. To put it bluntly, the restrictions feel very artificial and, perhaps more importantly, counterintuitive. You're not going to magically become the brand new melee king, the Shagroth killer, because you shaved off a couple of milliseconds between swings. One would really have to question the sanity of the people who pushed for the change, especially considering the fact that virtually any modern computer mouse comes with software suites that allow one to write extremely meticulous macros.

If the "issue" is deemed to be really important, then perhaps a better way to implement auto_work is to allow it to do its handiwork if there's a valid target, unobstructed by terrain/props/units, within proximity, without forcing you to *actually* aim at the target. Implementing auto_work in said way would also allow for using auto_work even if you're aiming at a friendly unit (there's no friendly fire in Savage, so the hit isn't "consumed"), rather than the intended auto_work target, but the unit's swing would otherwise hit the auto_work target. Whereas normal attacks work as intended in said scenario, auto_work fails; and that's simply goofy.

Thank you for the effort it took for you to post such a detailed report. In turn, i shall clichee you to death: we're working on it, improving it based on player feedback, such as what you posted yourself. But it's true. Heads are butting, tests are running, and no later than tonight, patches are uploading.

The entire premise behind the change is dubious at best. To put it bluntly, the restrictions feel very artificial and, perhaps more importantly, counterintuitive. [...] One would really have to question the sanity of the people who pushed for the change, especially considering the fact that virtually any modern computer mouse comes with software suites that allow one to write extremely meticulous macros.

Yes, all of this is so pointless. I've told the people that demanded changes and "fixes" this repeatedly over and over again.They didn't want to listen to me, so I decided to SHOW them why their complaints are ignorantly stupid. But guess what, even now specific people don't understand what the problem behind their reasoning is.

It is only deemed really important by the people that felt like they're no longer the uber-pwners once they figured out people can cheat input, but then wouldn't listen when I told them that doesn't even have anything to do with Savage.

So now, I want the Newerth Council and Savage Community to finally put this 7-year long debate about auto_attack to rest by experiencing both ends of the coin themselves because they just won't listen to me.

And yes, obviously restricting a feature is going to feel bad and make the people that actually use it (ergo, not the people complaining about the feature in the first place) be entirely unhappy about it.

And yes, obviously the problem isn't auto_attack nor Savage, but ignorant fools would rather demand changes than take a moment to actually think about it.